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Messages - Lurler

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1
News and Updates / Re: CryoFall - Patch notes v0.17.x (Pragmium Update)
« on: November 16, 2018, 08:11:19 am »
=== CryoFall v0.17.4 (patch) ===

New features:
   - Moderation tools (white list, black list, kick, ban, etc.). Currently only server console commands (see /help).

Changes:
   - Chests in radtowns now take a couple of seconds to open to prevent abuse of the spawned resources there.
   - Adjusted spawn density in radtowns and increased chance for better chests to spawn (generally you will find better loot there now).
   - All cybernetic implants now have doubled lifetime and durability
   - Improved droplist item spawn algorithm in cases when a probability multiplier is used
   - Not fully grown trees will now give much less resources when destroyed
   
Fixed:
   - Colliders for mineral objects.
   - Double spawn issue on server reboot (trees spawned on top of rocks, etc)
   - Some small zone issues for the world map (will be available in the next major release as the map is already created for the current version)
   - Object deconstruction by another player (there was was playing no sound)
   - Vertical walls prevented construction of doors above them due to physics collision (thanks @Dekasto)
   - Certain other small issues and bugs
   - Issues with looting animals when they are behind other world objects, such as plants (thanks @Kawasoe)
   - Charred ground prevented mineral respawn (thanks @Kawasoe)
   - Fuel being used even if the crafting is stuck due lack of space in the output (thanks @Kawasoe)
   - In-game timer display issues (e.g. briefly displaying 60 minutes rather then switching to next hour)
   - Server players_max_count config is now properly taken into account
   - Split item stacks with food didn't immediately display their freshness level (thanks @Kawasoe)
   - Issue with filled water bottles disappearing if you don't have space in inventory to put them after filling (thanks @General Jeevicus)

2
Mods / Re: Fast local message
« on: November 15, 2018, 02:50:48 am »
Good job! This looks quite useful! :)

3
News and Updates / Re: CryoFall - Patch notes v0.17.x (Pragmium Update)
« on: November 09, 2018, 05:22:14 am »
=== CryoFall v0.17.3 (release) ===

Changes:
   - Rebalanced HP for storage crates
   - Expanded map (northern regions)
   - Now it's possible to build land claims with intersecting if you're in the access list of both land claims
   - Updated many in-game descriptions
   - Reduced fire rate for plasma weapons a little bit
   - Added overkill damage limit dealt to player set to 5X of the HP (primarily to prevent situations where your armor or implants are destroyed in a single hit)
   - Proper (exponential) zoom function
   - Option to scroll though the hotbar with the mouse wheel (can be changed in options)
   - Zoom in-out buttons
   - Last zoom level is now stored between sessions
   - Added context menu for the world map
   - (for server operators) Spectator mode /spectator 1 <nickname>
   
Modding:
   - Added IProtoItemWeaponRangedEnergy
   - Scroll wheel processing in scripting
   - Renamed: "Character Energy" -> Stamina, Power (for power pack) -> Energy
   
Fixed:
   - Alt+Click on a hotbar item (with closed window) to use item didn't work
   - Proper item icon scaling for items showcased in Display Case
   - Land claim safe items were destroyed during the land claim upgrade

4
Ideas and suggestions / Re: some 0.17 feedback
« on: November 07, 2018, 03:48:23 am »
- ATP implant should give 2-3 times what it does now
Done. This will be in the patch today.

- hygroscopic granules should not make watering unnecessary, but instead multiply the duration of watering (did not test, but that's how I understood the patch notes)
Well, they cost resources to craft, so it makes sense from balancing point of view. If you don't want to water your plants you can just use these granules.

- weakened state is a bit unintuitive, getting instantly killed the moment you receive the first bit of radiation, even with full HP... no
This is necessary to prevent abuse of radtowns.

(also seems to make you actually weaker => less mining/chopping speed, which is even worse and totally unrelated)
No, it doesn't :)

...it is for dealing with naked rad town looting, but kind of misses the target, here's some more specific solution:
=> death by any source gives "weakened", which simply increases damage received by 50-100% (your choice on that number)
=> death while irradiated gives "afterglow" (or any awesome word you can come up with :D) it does this:
-> doubles (something around that) radiation damage received and
-> causes radiation to slow you, but most importantly
-> prevents you from looting stuff from rad towns, including loot from players dropped in irradiated areas, including your own loot
with that limitation, the actual damage increase from radiation is not even necessary
(make the description something like: "you're so scared of radiation now, that you do not dare to touch anything that glows in the dark" :D)
also, the "afterglow" debuff duration can be much longer than the "weakened" as it ONLY effects rad towns
=> weakened lasts 5 minutes, and 10 minutes are added if dying again while weakened for 15 minutes max total
=> afterglow lasts 10 or 20 minutes and 20 or 40 minutes are added if dying again while having afterglow and being irradiated for a total of 30 or 60 minutes
That's some creative approach :)
But we plan to use this "weakened" debuff for other purposes later, so it's more generic.

5
News and Updates / CryoFall - Patch notes v0.17.x (Pragmium Update)
« on: November 06, 2018, 04:53:51 am »
New CryoFall update is finally live now!

We are looking forward to your YouTube videos and specifically let's plays as well as Twitch streams!

Don't forget to join and follow our social channels and websites:
   - Discord server: https://discord.gg/pRMGjRz
   - Forums: http://forums.atomictorch.com/ (this forum)
   - Reddit: https://www.reddit.com/r/cryofall/
   - Twitter list: https://twitter.com/Lurlerrr/lists/atomictorch-studio
   - Official website: http://cryofall.com/
   - Development blog: https://atomictorch.com/

Now, without further ado, let's see what's new in this version.

=== CryoFall v0.17.1 (experimental/testing branch) ===

Major new features:
   - Device system. You can now craft and equip different devices that will give you some special abilities in certain situations.
   - Energy system for devices. You can now equip powerbanks that will provide power to other devices and energy weapons.
   - Implant system. You can now craft and use different implants that offer your character different abilities or improve certain stats.
   - Digital signs that can display images (later you will be able to draw your custom images too).
   - Cybernetic medical stations - you will be able to install different cybernetic implants here.
   - Pragmium mineral source - new mineral type found in the desert. It is a major part of gameplay in CryoFall now, but we won't spoil how it works - find out for yourself! :)
   - Energy weapon system - now we can add weapons that use energy instead of ammo. With this update we added several laser and plasma weapons you can unlock and craft. More to come!
   - All crates now have the owners list and access settings similar to doors. Fridges too :)
   - Animal corpse looting - spoils won't just spill on the ground now. Hunting skill receives some experience for this action.
   - Technology tree now has icons for all tree nodes making it easier to see each individual technology.
   - New safe item storage inside the land claim structure. It will keep your items safe as long as the land claim is not completely destroyed. The items will be dropped upon destruction to ground and stored there for 24 hours.
   - Blueprint placement continuous mode implemented for walls, floor and farms - hold LMB and move the mouse cursor (or move yourself) to place these blueprints (no need to click every time).
   - Improved defense bars in inventory window to clearly communicate the defense value of the equipped items.
   - Land claim "Upgrade" button tooltip added to let you know about the stats of the upgraded land claim.

New content:
   - Expanded and reworked the world map.
   - Device: Biomaterial collector - allows to collect "biomaterial" from killed creatures.
   - Added special hygroscopic granules that make it unnecessary to water plants when applied to the soil.
   - Several new quests + reworked existing quests.
   - New area in the desert: salt flats.
   - New salt mineral (source of salt but also contains small quantity of lithium salts sometimes).
   - Five cybernetic implants you can craft and install on the new medical station.
   - New tropical trees and fruits (e.g. durian tree).
   - Mining charges - it can be used to quickly mine large area, but requires resources to craft.
   - New alcoholic drink: tequila.
   - Cooking table with half a dozen new recipes such as sandwich or fruit salad.
   - New props (decorations) such as roads and road signs.
   - New skills: Cybernetic affinity.
   - Armored safe - to store your most important valuables.
   - Trash can - to store your most useless items :) . It will dispose of them instantly.
   - New tech groups: energy weapons, cybernetics, industry 4, medicine 3, farming 3, chemistry 3.

Changes:
   - Structure decay delay increased to 32 hours (was 24 hours) as most players cannot come back to play at exactly the same time.
   - Improved item placement when you try to drop them on the ground. Now it makes a bit more sense as it allows to place an item anywhere inside your interaction radius.
   - Now you can't plant seeds inside rad towns (duh).
   - Construction sites (blueprints) now have only a fraction of durability of fully built structures, especially walls and doors. Make sure you complete them as soon as possible.
   - Fixed healthbar craziness when there many damaged structures on the screen. You will now see them in a radius around your character. But you can still see all if you press "Alt". If you point over a damaged structure it will reveal the healthbar as well.
   - Some players developed a bad habit or kicking every door and wall so a threshold was added to ensure that the healthbar will not appear over structures with >98% durability. If you ever want to reveal these little scratches - the "Alt" key works here too as well as pointing over the damaged structure.
   - Construction site (blueprint) progress bar is now hidden by default. But it is displayed as normal when you're pointing your mouse on it (needless to say, "Alt" key works too).
   - No need to hold right mouse button to interact with world objects - just click it and it will work automatically. To cancel, click again or move your character.
   - Reworked batteries: there are now two types. Both work exactly the same, but give different amounts of energy.
   - Changed prices and recipes for many items.
   - Completely reworked all technology trees.
   - When you die your character will receive "Weakened" status effect - this is mostly to prevent people from abusing respawn mechanic to loot radtowns naked.
   - Many items have been rebalanced or their effects changed.
   - Reworked ammo and weapon balance (e.g. automatic weapons are not so overpowered now).
   - Rebalanced LP gain. Now you will gain slightly more LP in the beginning of the game, but as you advance your skills you will get slightly less LP to account for increased efficiency for each particular action. Plus removed several points of abuse to quickly grind thousands of LP.
   - Bandage now also gives small health regeneration bonus to make it more useful.
   - Removed unused items and objects from the game to reduce the size.
   - Rebalanced most skills and implemented all remaining missing effects.
   - Basic land claims destruction timeout has been increased (especially for the lower tiers, T1 is now 24 hours).
   - "Clear list" button was added to the "favorite" and "recent" server lists.
   - Destroyed weapon will unload remaining ammo as an item, so it isn't wasted (thanks @Djekke).
   - Proper explosion damage propagation algorithm (which allowed us to increase the explosion damage distance).
   - Cigar "high" status effect rebalanced (thanks @Samir).
   - Eating Rustshroom will cause nausea for 5 minutes instead of 10.
   - Now you can't build land claims which will cover/intersect the grace area of another land claim unless you're in the access list of both land claims.
   - Equipped armor destruction on death will deduct 10% durability measured from the max durability value instead of the current durability.
   - Players in creative mode can deconstruct any building anywhere with the crowbar (useful for OP of private servers).
   - Better reporting when there are not enough items to craft the selected recipe for campfire and other manufacturers (previous it was reported as "Input items doesn't match any recipe").
   - Toggle run mode should persist between game sessions (thanks @Samir).   
   - Cascading land claim decay reset implemented - all nearby land claims will be reset from decaying if you're visiting at least one of them and you're in their access list (thanks @Samir).
   - There were no deconstruction sounds, so for now we are reusing construction site sounds.
   - Enabled auto-flipping for some props sprites to increase variety.
   - Using Reflection API in scripting is forbidden now for security reasons (mods should use TypeExtensions as a replacement).
   - Recipes and technologies were refactored to derive their names from items and buildings automatically. This will help with the localization in the future. Some duplicate descriptions for items and buildings have also been improved.
   - Now hand-crafting recipes could define optional list of crafting stations where they should be displayed in the recipes together with the station-only items.
   - Improved console help command to list all the console commands with their detailed descriptions.
   - Adjusted collision boxes for trees (it was hard to hit them with an axe, especially tropical trees).
   - FMOD (Sound System) updated to version 1.10.07.
   - Various performance optimizations and improvements for both client and server.
   - Now no extra permissions from the OS are needed to launch the game (no UAC pop-ups).

Fixes:
   - Spawn areas were incorrectly processed resulting in inconsistent spawn when the required padding between certain objects was ignored.
   - Long-lasting issue with error in console (dev mode) when another player is hitting an object with weapon and this player is not in your scope.
   - Proper movement smoothness for observed players and creatures (movement choppiness was noticeable on servers with the tickrate below 60 FPS).   
   - Game processed keyboard and mouse input in unfocused mode if it was started this way (e.g. Alt-Tabbing right after launching the game).   
   - Item container sorting was executed (and caused client hiccup) even if the items were already in order.   
   - In some rare cases the game was unable to discard/revert the input options changes and stuck in never ending dialog windows loop.
   - Crash when failing to initialize FMOD (Sound System).
   - Stale servers in the servers lists (now Master Server is able to properly handle half-opened TCP connections to detect these dropouts!).
   

Important:
   - This is a public test version of A17. The server hosting this version will destroyed with the full A17 release and all the game servers will be wiped and updated to final A17 release!

6
Ideas and suggestions / Re: Trading
« on: October 28, 2018, 09:48:45 pm »
Thank you very much for taking time to write such a detailed answer. This is really valuable to us, as there aren't many people who utilize the trading system to its fullest yet. So, I really appreciate your help!

Based on your feedback we are making some changes to the trading station and economic approach already. Not everything will be ready in the next update though.
Another thing I noticed is that neither you, nor other players who used trading station didn't use shiny coins, only penny coins. But I wonder why? You could probably even setup an exchange station where you can exchange between different coins at an exchange rate you feel comfortable with.
But either way - in the next update we are changing the recipes for both coins slightly to help and make them both more useful in trading.

Are you planning to run a large store again in the next update?

7
Ideas and suggestions / Re: Logistics
« on: October 28, 2018, 09:43:15 pm »
Well, you know... implants are somthing inside the body, not outside :)
For that we have devices system. You can equip a device that will perform some action, like in your example - carrying things around.
Transport drone ides isn't a bad one, actually.
As for parcel service - we are planning to introduce dropboxes. Then we will see from there :)

8
Ideas and suggestions / Re: Logistics
« on: October 23, 2018, 11:31:02 pm »
Well, you can equip an assault armor and take .300 cal machinegun with you. This ensures quite high level of survivability :)

But sure, in all seriousness we do plan to introduce transportation system later. We will probably start with teleport stations, but there (hopefully) will be other vehicles in the future as well.

9
Ideas and suggestions / Re: Trading
« on: October 23, 2018, 11:26:00 pm »
Swiur_Yngwi, thank you for sharing that!

Can you also write a bit more about specifics of your approach?

For example:
- How often do you need to restock? How many times a day?
- Is the storage capacity enough?
- In trading stations that buy items - how do you control how many of each items you want to buy?
- How many coins do you typically keep in each trading stations?
- How do you decide how much of each type of goods to stock?
- Do you advertise your services in any way?
- Do you have regulars? If so - do they leave any feedback to you about your trading stations? Have you made any changes based on their feedback?
- Would you change anything in the current trading system?

In one of the future versions we are also going to introduce detailed statistics to make keeping track of your sales easier. Do you have any requests for this or additional features?


10
Ideas and suggestions / Re: Log Off Mechanic
« on: October 18, 2018, 09:10:49 pm »
I just want to say that we know about this difficulty for new players, who haven't learned the game yet and don't know how to protect themselves.
But the problems is not that they get raided, but the fact that the damage is too great when they do.
So, we are already implrementing several changes in the new version of the game.

11
Ideas and suggestions / Re: Wipe > abilities > skill tree
« on: October 16, 2018, 04:19:02 am »
This is a Deathmatch game, it has a certain runtime.
When the time is up, the cards are mixed again, so to say, and a new round starts.
And I sincerely hope it stays that way.
Yup, that's the idea.
Though, players can obviously run their own modded servers with different rules.

12
Ideas and suggestions / Re: How about...
« on: October 15, 2018, 09:44:20 pm »
We will be releasing the game on Steam when we feel it is ready to receive large number of players. We want to continue working on it as-is for the time being, to make sure we have the best product when we do release!

As for what the "big update" is - you would have to join discord and follow all of the previews we post there in the "upcoming features" section ;)

13
Ideas and suggestions / Re: Wipe > abilities > skill tree
« on: October 15, 2018, 09:40:50 pm »
a repair sistem for armour or weapon should be nice even if it cost the same or  a litle more than make a new one :D
We are considering to add a system where you can combine two broken items to get one new.

14
Ideas and suggestions / Re: Teamwork
« on: October 15, 2018, 09:39:48 pm »
We are certainly planning to add team features later. At the very least - ability to team up with other players either in a party or a clan.
We will see how the idea develops. But we will have something for sure.

15
Mods / Re: Russian Language mod
« on: October 15, 2018, 12:41:58 am »
Just a note. While we are very happy to see this localization - this is NOT how localization should be implemented.

While this will work with the current version this is NOT the intended way to produce localization as it will break with even the smallest patch to the game.
Localization mods should not overload game core code files.

We are hoping to introduce proper localization support in one of the future versions.

Use this at your own risk and if something doesn't work - the localization is the reason.

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